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frna

Member Since 19 Dec 2011
Offline Last Active Sep 08 2012 02:43 PM
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Posts I've Made

In Topic: Cascaded Shadow Mapping lookup problem gl_FragCoord.z

19 May 2012 - 06:20 AM

Sorry for bumping but I still have this problem. I've tried adjusting the projection matrix but it didn't help.
It sort of works of I use view space distance by doing: dist = dot(eye.xyz, eye.xyz) however the resulting regions arent as big as the frustum splits and they're only decently sized when I'm close to the ground.

Any ideas?

In Topic: Approaches to shaders

07 May 2012 - 06:09 PM

http://www.lighthouse3d.com/tutorials/

in particular http://www.lighthouse3d.com/tutorials/glsl-tutorial/lighting/

In Topic: Cascaded Shadow Mapping lookup problem gl_FragCoord.z

05 May 2012 - 06:52 PM

Turns out it was indeed my shader's fault. I've accessed values for split 3 and 4 while only having set 2 splits up.
New problem arose though, see changed OP please
.

In Topic: Black specs in normal mapping on nvidia

23 April 2012 - 11:22 AM

It works fine with any other value appart from 0. That's what really bugs me about this whole problem.

In Topic: Black specs in normal mapping on nvidia

23 April 2012 - 06:13 AM

I see, that would make more sense to me thanks @Hodgman.

@dpadam450 yes the shader is bound and getUniform returns a location.

What I'm doing now is to check if dot(r,e) > 0.0 and only enter the specular part if that's true. Seems to work fine. Do you reckon that's a valid solution? Any better suggestions?

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